public static CCTransitionZoomFlipAngular transitionWithDuration(float t, CCScene s, tOrientation o) { CCTransitionZoomFlipAngular pScene = new CCTransitionZoomFlipAngular(); pScene.initWithDuration(t, s, o); return pScene; }
public static CCTransitionFlipY transitionWithDuration(float t, CCScene s, tOrientation o) { CCTransitionFlipY pScene = new CCTransitionFlipY(); pScene.initWithDuration(t, s, o); return pScene; }
/// <summary> /// initializes a transition with duration and incoming scene /// </summary> /// <param name="t"></param> /// <param name="scene"></param> /// <param name="orientation"></param> /// <returns></returns> public virtual bool initWithDuration(float t, CCScene scene, tOrientation orientation) { if (base.initWithDuration(t, scene)) { m_eOrientation = orientation; } return true; }
public CCTransitionFlipX(float t, CCScene s, tOrientation o) : base(t, s, o) { }
public static new CCTransitionZoomFlipY Create(float t, CCScene s, tOrientation o) { var pScene = new CCTransitionZoomFlipY(); pScene.InitWithDuration(t, s, o); return pScene; }
/// <summary> /// creates a base transition with duration and incoming scene /// </summary> public static CCTransitionSceneOriented transitionWithDuration(float t, CCScene scene, tOrientation orientation) { CCTransitionSceneOriented pScene = new CCTransitionSceneOriented(); pScene.initWithDuration(t, scene, orientation); return pScene; }
public static new CCTransitionFlipX Create(float t, CCScene s, tOrientation o) { var pScene = new CCTransitionFlipX(t, s, o); return pScene; }
public CCTransitionFlipX(float t, CCScene s, tOrientation o) { InitWithDuration(t, s, o); }
/// <summary> /// creates a base transition with duration and incoming scene /// </summary> public static CCTransitionSceneOriented Create(float t, CCScene scene, tOrientation orientation) { var pScene = new CCTransitionSceneOriented(); pScene.InitWithDuration(t, scene, orientation); return pScene; }
public CCTransitionZoomFlipAngular(float t, CCScene s, tOrientation o) : base(t,s,o) { }
/// <summary> /// creates a base transition with duration and incoming scene /// </summary> public CCTransitionSceneOriented(float t, CCScene scene, tOrientation orientation) : base(t, scene) { m_eOrientation = orientation; }